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/************************************************************************************
Filename : Render_GL_Device.h
Content : RenderDevice implementation header for OpenGL
Created : September 10, 2012
Authors : Andrew Reisse, David Borel
Copyright : Copyright 2012 Oculus VR, LLC All Rights reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
************************************************************************************/
#ifndef OVR_Render_GL_Device_h
#define OVR_Render_GL_Device_h
#include "../Render/Render_Device.h"
#if defined(OVR_OS_WIN32)
#include <WinSock2.h>
#include <WS2tcpip.h>
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/wglext.h>
#elif defined(OVR_OS_MAC)
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/glx.h>
#endif
namespace OVR { namespace Render { namespace GL {
#if !defined(OVR_OS_MAC)
// GL extension Hooks for PC.
#if defined(OVR_OS_WIN32)
extern PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
extern PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB;
extern PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
#elif defined(OVR_OS_LINUX)
extern PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT;
#endif
extern PFNGLGETSTRINGIPROC glGetStringi;
extern PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
extern PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
extern PFNGLDELETESHADERPROC glDeleteShader;
extern PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
extern PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
extern PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
extern PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebuffer;
extern PFNGLACTIVETEXTUREPROC glActiveTexture;
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
extern PFNGLBINDBUFFERPROC glBindBuffer;
extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
extern PFNGLDELETEBUFFERSPROC glDeleteBuffers;
extern PFNGLBUFFERDATAPROC glBufferData;
extern PFNGLGENBUFFERSPROC glGenBuffers;
extern PFNGLMAPBUFFERPROC glMapBuffer;
extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
extern PFNGLGETSHADERIVPROC glGetShaderiv;
extern PFNGLCOMPILESHADERPROC glCompileShader;
extern PFNGLSHADERSOURCEPROC glShaderSource;
extern PFNGLCREATESHADERPROC glCreateShader;
extern PFNGLCREATEPROGRAMPROC glCreateProgram;
extern PFNGLATTACHSHADERPROC glAttachShader;
extern PFNGLDETACHSHADERPROC glDetachShader;
extern PFNGLDELETEPROGRAMPROC glDeleteProgram;
extern PFNGLUNIFORM1IPROC glUniform1i;
extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
extern PFNGLUSEPROGRAMPROC glUseProgram;
extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
extern PFNGLLINKPROGRAMPROC glLinkProgram;
extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
extern PFNGLUNIFORM4FVPROC glUniform4fv;
extern PFNGLUNIFORM3FVPROC glUniform3fv;
extern PFNGLUNIFORM2FVPROC glUniform2fv;
extern PFNGLUNIFORM1FVPROC glUniform1fv;
extern PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
extern PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
extern PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
extern PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
extern PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
extern PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
extern PFNGLBLITFRAMEBUFFEREXTPROC glBlitFramebuffer;
extern void InitGLExtensions();
#endif
//// GLVersionAndExtensions
//
// FIXME: CODE DUPLICATION WARNING
// Right now we have this same code in CommonSrc and in CAPI::GL.
// At some point we need to consolidate these, in Kernel or Util.
// Be sure to update both locations for now!
//
// This class needs to be initialized at runtime with GetGLVersionAndExtensions,
// after an OpenGL context has been created. It must be re-initialized any time
// a new OpenGL context is created, as the new context may differ in version or
// supported functionality.
class GLVersionAndExtensions
{
public:
// Version information
int MajorVersion; // Best guess at major version
int MinorVersion; // Best guess at minor version
int WholeVersion; // Equals ((MajorVersion * 100) + MinorVersion). Example usage: if(glv.WholeVersion >= 302) // If OpenGL v3.02+ ...
bool IsGLES; // Open GL ES?
bool IsCoreProfile; // Is the current OpenGL context a core profile context? Its trueness may be a false positive but will never be a false negative.
// Extension information
bool SupportsVAO; // Supports Vertex Array Objects?
bool SupportsDrawBuffers; // Supports Draw Buffers?
const char* Extensions; // Other extensions string (will not be null)
GLVersionAndExtensions()
: MajorVersion(0),
MinorVersion(0),
WholeVersion(0),
IsGLES(false),
IsCoreProfile(false),
SupportsDrawBuffers(false),
SupportsVAO(false),
Extensions("")
{
}
bool HasGLExtension(const char* searchKey) const;
protected:
friend void GetGLVersionAndExtensions(GLVersionAndExtensions& versionInfo);
void ParseGLVersion();
void ParseGLExtensions();
};
void GetGLVersionAndExtensions(GLVersionAndExtensions& versionInfo);
//// DebugCallback
//
// Used for high level usage and control of the various OpenGL debug output extensions. This is useful for
// intercepting all OpenGL errors in a single place.
// This functionality is specific to OpenGL and no analog exists in DirectX, as DirectX doesn't support
// debug callbacks.
//
// Example basic usage:
// DebugCallback glDebug;
//
// <initialize OpenGL context>
// glDebug.Initialize();
// glDebug.SetMinSeverity(SeverityMedium, SeverityHigh);
// <use OpenGL. Debug output will be logged by default.>
// glDebug.Shutdown();
// <destroy OpenGL context>
//
// There are three OpenGL API debug interfaces, each being an evolution of its predecessor:
// AMD_debug_output - https://www.opengl.org/registry/specs/AMD/debug_output.txt
// ARB_debug_output - https://www.opengl.org/registry/specs/ARB/debug_output.txt
// KHR_debug - https://www.opengl.org/registry/specs/KHR/debug.txt
//
// If the AMD_debug_output functionality is present in the OpenGL headers, GL_AMD_debug_output will be defined by glext.h.
// If the ARB_debug_output functionality is present in the OpenGL headers, GL_ARB_debug_output will be defined by glext.h.
// If the KHR_debug functionality is present in the OpenGL headers, GL_KHR_debug will be defined.
//
// As of at least XCode 5.1, debug functionality isn't yet supported by Macintosh OS X.
// KHR_debug is part of the OpenGL 4.3 core profile. It uses the same interface as the ARB extension along with some additions.
// The KHR_debug functionality doesn't include an API suffix (e.g. you would call glDebugMessageCallback).
// OpenGL ES supports KHR debug callbacks as of v3.1. However, for OpenGL ES entry points use the "KHR" suffix (e.g. glDebugMessageCallbackKHR).
// With the KHR version you can control debug messages at runtime with glEnable/glDisable(DEBUG_OUTPUT).
// The KHR_debug functionality requires that the OpenGL context be created with the CONTEXT_FLAG_DEBUG_BIT.
// Windows wglCreateContextAttribsARB should be done with WGL_CONTEXT_DEBUG_BIT_ARB with in WGL_CONTEXT_FLAGS.
// Linux glXCreateContext should be done with GLX_CONTEXT_DEBUG_BIT_ARB set in GLX_CONTEXT_FLAGS.
// We manually declare types and define values that aren't already declared and defined. This is because this functionality
// is fairly recent (2010 through 2014) and isn't present in all OpenGL headers and implementations.
#ifndef GL_AMD_debug_output
typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
typedef void (APIENTRYP PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKAMDPROC)(GLDEBUGPROCAMD callback, GLvoid *userParam);
#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149
#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150
#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148
#endif
#ifndef GL_ARB_debug_output
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC)(GLDEBUGPROCARB callback, const void *userParam);
// We don't define anything here because the defines are the same as the KHR defines below (aside from the _ARB suffix).
#endif
#ifndef GL_KHR_debug // The following defines were added to OpenGL 4.3+ headers.
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void *userParam);
#define GL_DEBUG_CALLBACK_FUNCTION 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245
#define GL_DEBUG_TYPE_MARKER 0x8268
#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269
#define GL_DEBUG_TYPE_POP_GROUP 0x826A
#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826b
#define GL_DEBUG_SEVERITY_LOW 0x9148
#define GL_DEBUG_SEVERITY_MEDIUM 0x9147
#define GL_DEBUG_SEVERITY_HIGH 0x9146
#define GL_DEBUG_SOURCE_APPLICATION 0x824A
#define GL_DEBUG_SOURCE_OTHER 0x824b
#define GL_DEBUG_SOURCE_API 0x8246
#define GL_DEBUG_TYPE_ERROR 0x824C
#define GL_DEBUG_TYPE_OTHER 0x8251
#define GL_DEBUG_OUTPUT 0x92E0
#endif
class DebugCallback
{
public:
DebugCallback();
~DebugCallback();
// Initialize must be called after the OpenGL context is created.
void Initialize();
// Shutdown must be called before the OpenGL context is destroyed.
void Shutdown();
enum Implementation
{
ImplementationNone,
ImplementationAMD, // Oldest version, deprecated by later versions.
ImplementationARB, // ARB version, deprecated by KHR version.
ImplementationKHR // OpenGL 4.3+ core profile version.
};
// Will return ImplementationNone until Initialize has been called, at which point it will return the version used.
Implementation GetImplementation() const;
// Maps to glEnable(GL_DEBUG_OUTPUT) when it is available, else does nothing. This controls debug output at the driver
// level and can be used, for example, to temporarily disable debug output that some other application entity enabled
// via glDebugMessageCallback. In practice this is available only when KHR_debug is available
void EnableGLDebug(bool enabled);
enum Severity // These are a mirror of the OpenGL types.
{
SeverityNone = 0,
SeverityNotification,
SeverityLow,
SeverityMedium,
SeverityHigh,
SeverityDisabled // When min severity is set to this level, it is never logged or assertion-failed.
};
// Set the severity required before we log or assert on a debug message. Default is SeverityHigh/SeverityHigh.
void SetMinSeverity(Severity minLogSeverity, Severity minAssertSeverity);
// Returns the debug callback currently used by OpenGL.
// This works for both ARB and KHR implementations. The same debug callback is used by OpenGL implementations for both.
// However, you can call GetImplementation to see which of the two we are using. This functionality is not available
// with the AMD implementation. Returns false and sets debugCallback and userParam to NULL if there is no existing callback.
bool GetGLDebugCallback(PFNGLDEBUGMESSAGECALLBACKPROC* debugCallback, const void** userParam) const;
protected:
void DebugCallbackInternal(Severity s, const char* pSource, const char* pType, GLuint id, const char* pSeverity, const char* message);
// ARB and KHR debug handler
static void APIENTRY DebugMessageCallback(GLenum Source, GLenum Type, GLuint Id, GLenum Severity, GLsizei Length, const GLchar* Message, GLvoid* UserParam);
static const char* GetSource(GLenum Source);
static const char* GetType(GLenum Type);
static const char* GetSeverity(GLenum Severity);
// AMD handler
static void APIENTRY DebugMessageCallbackAMD(GLuint id, GLenum category, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
static const char* GetCategoryAMD(GLenum Category);
protected:
bool Initialized;
int MinLogSeverity; // Minimum severity for us to log the event.
int MinAssertSeverity; // Minimum severity for us to assertion-fail the event.
PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback;
PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl;
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB; // glDebugMessageCallbackARB is the same as glDebugMessageCallback and may not need to be a separate variable.
PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB;
PFNGLDEBUGMESSAGECALLBACKAMDPROC glDebugMessageCallbackAMD;
PFNGLDEBUGMESSAGEENABLEAMDPROC glDebugMessageControlAMD;
};
class RenderDevice;
class Buffer : public Render::Buffer
{
public:
RenderDevice* Ren;
size_t Size;
GLenum Use;
GLuint GLBuffer;
public:
Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0), GLBuffer(0) {}
~Buffer();
GLuint GetBuffer() { return GLBuffer; }
virtual size_t GetSize() { return Size; }
virtual void* Map(size_t start, size_t size, int flags = 0);
virtual bool Unmap(void *m);
virtual bool Data(int use, const void* buffer, size_t size);
};
class Texture : public Render::Texture
{
public:
RenderDevice* Ren;
GLuint TexId;
int Width, Height, Samples;
Texture(RenderDevice* r, int w, int h, int samples);
~Texture();
virtual int GetWidth() const { return Width; }
virtual int GetHeight() const { return Height; }
virtual int GetSamples() const { return Samples; }
virtual void SetSampleMode(int);
virtual ovrTexture Get_ovrTexture();
virtual void Set(int slot, ShaderStage stage = Shader_Fragment) const;
};
class Shader : public Render::Shader
{
public:
GLuint GLShader;
Shader(RenderDevice*, ShaderStage st, GLuint s) : Render::Shader(st), GLShader(s) {}
Shader(RenderDevice*, ShaderStage st, const char* src) : Render::Shader(st), GLShader(0)
{
Compile(src);
}
~Shader();
bool Compile(const char* src);
GLenum GLStage() const
{
switch (Stage)
{
default: OVR_ASSERT(0); return GL_NONE;
case Shader_Vertex: return GL_VERTEX_SHADER;
case Shader_Fragment: return GL_FRAGMENT_SHADER;
}
}
//void Set(PrimitiveType prim) const;
//void SetUniformBuffer(Render::Buffer* buffers, int i = 0);
};
class ShaderSet : public Render::ShaderSet
{
public:
GLuint Prog;
struct Uniform
{
String Name;
int Location, Size;
int Type; // currently number of floats in vector
Uniform() : Name(), Location(0), Size(0), Type(0){}
};
Array<Uniform> UniformInfo;
int ProjLoc, ViewLoc;
int TexLoc[8];
bool UsesLighting;
int LightingVer;
ShaderSet();
~ShaderSet();
virtual void SetShader(Render::Shader *s);
virtual void UnsetShader(int stage);
virtual void Set(PrimitiveType prim) const;
// Set a uniform (other than the standard matrices). It is undefined whether the
// uniforms from one shader occupy the same space as those in other shaders
// (unless a buffer is used, then each buffer is independent).
virtual bool SetUniform(const char* name, int n, const float* v);
virtual bool SetUniform4x4f(const char* name, const Matrix4f& m);
bool Link();
};
class RBuffer : public RefCountBase<RBuffer>
{
public:
int Width, Height;
GLuint BufId;
RBuffer(GLenum format, GLint w, GLint h);
~RBuffer();
};
class RenderDevice : public Render::RenderDevice
{
Ptr<Shader> VertexShaders[VShader_Count];
Ptr<Shader> FragShaders[FShader_Count];
Ptr<ShaderFill> DefaultFill;
Matrix4f Proj;
GLuint Vao;
protected:
Ptr<Texture> CurRenderTarget;
Array<Ptr<Texture> > DepthBuffers;
GLuint CurrentFbo;
GLuint MsaaFbo;
GLVersionAndExtensions GLVersionInfo;
DebugCallback DebugCallbackControl;
const LightingParams* Lighting;
public:
RenderDevice(const RendererParams& p);
virtual ~RenderDevice();
virtual void Shutdown();
virtual void FillTexturedRect(float left, float top, float right, float bottom, float ul, float vt, float ur, float vb, Color c, Ptr<OVR::Render::Texture> tex);
virtual void SetViewport(const Recti& vp);
virtual void WaitUntilGpuIdle();
virtual void Flush();
virtual void Clear(float r = 0, float g = 0, float b = 0, float a = 1, float depth = 1,
bool clearColor = true, bool clearDepth = true);
virtual void Rect(float left, float top, float right, float bottom) { OVR_UNUSED4(left,top,right,bottom); }
virtual void BeginRendering();
virtual void SetDepthMode(bool enable, bool write, CompareFunc func = Compare_Less);
virtual void SetWorldUniforms(const Matrix4f& proj);
Texture* GetDepthBuffer(int w, int h, int ms);
virtual void ResolveMsaa(OVR::Render::Texture* msaaTex, OVR::Render::Texture* outputTex) OVR_OVERRIDE;
virtual void Present (bool withVsync){OVR_UNUSED(withVsync);};
virtual void SetRenderTarget(Render::Texture* color,
Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
virtual void SetLighting(const LightingParams* lt);
virtual void Render(const Matrix4f& matrix, Model* model);
virtual void Render(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles, MeshType meshType = Mesh_Scene);
virtual void RenderWithAlpha(const Fill* fill, Render::Buffer* vertices, Render::Buffer* indices,
const Matrix4f& matrix, int offset, int count, PrimitiveType prim = Prim_Triangles);
virtual Buffer* CreateBuffer();
virtual Texture* CreateTexture(int format, int width, int height, const void* data, int mipcount=1);
virtual ShaderSet* CreateShaderSet() { return new ShaderSet; }
virtual Fill *CreateSimpleFill(int flags = Fill::F_Solid);
virtual Shader *LoadBuiltinShader(ShaderStage stage, int shader);
void SetTexture(Render::ShaderStage, int slot, const Texture* t);
};
}}}
#endif
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